CN113705066A - Cloth physical motion simulation method - Google Patents
Cloth physical motion simulation method Download PDFInfo
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- CN113705066A CN113705066A CN202111146239.6A CN202111146239A CN113705066A CN 113705066 A CN113705066 A CN 113705066A CN 202111146239 A CN202111146239 A CN 202111146239A CN 113705066 A CN113705066 A CN 113705066A
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F30/00—Computer-aided design [CAD]
- G06F30/20—Design optimisation, verification or simulation
- G06F30/25—Design optimisation, verification or simulation using particle-based methods
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F2111/00—Details relating to CAD techniques
- G06F2111/04—Constraint-based CAD
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F2113/00—Details relating to the application field
- G06F2113/12—Cloth
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F2119/00—Details relating to the type or aim of the analysis or the optimisation
- G06F2119/14—Force analysis or force optimisation, e.g. static or dynamic forces
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- Y02—TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
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Abstract
The invention discloses a cloth physical motion simulation method, which is characterized in that a first map, a second map, a third map and a fourth map are preset; determining a particle matrix based on the cloth mapping, and storing the particle matrix into a first mapping; updating the position of the particle matrix based on the first, second, third and fourth maps, thereby completing the simulation of the physical movement of the cloth; the particle matrix of the current position before the position is updated is stored in the first map, the particle matrix of the last position before the position is updated is stored in the second map, the particle matrix of the current position after the position is updated is stored in the third map, the particle matrix of the last position after the position is updated is stored in the fourth map, and the adjacent particles in the particle matrix are all provided with link constraints, so that the performance requirement on processing equipment can be reduced, and the operation efficiency of cloth physical motion simulation is improved.
Description
Technical Field
The invention belongs to the technical field of cloth simulation, and particularly relates to a cloth physical motion simulation method.
Background
The fabric and the cloth are main materials for making clothes in life, and for various reasons, the clothes made of the fabric cannot be actually worn or displayed but needs to be virtually worn or displayed on a display device, but under the condition of virtual wearing or displaying, in order to better reflect the real effect of the clothes, the clothes are subjected to physical motion simulation, namely the fabric or the cloth is subjected to physical motion simulation.
In the prior art, there are two main types of physical movements of the cloth, one is based on cpu for simulation, and the other is based on gpu for simulation. Cpu-based simulations run very inefficiently, whereas gpu-based simulations place very high demands on the processing equipment.
Therefore, how to improve the operation efficiency of the physical motion simulation of the cloth and reduce the performance requirement on the processing equipment is a technical problem to be solved by those skilled in the art.
Disclosure of Invention
The invention aims to provide a cloth physical motion simulation method for improving the running efficiency of cloth physical motion simulation and reducing the performance requirement on processing equipment.
The technical scheme of the invention is as follows: a cloth physical motion simulation method comprises the following steps:
s1, presetting a first map, a second map, a third map and a fourth map;
s2, determining a particle matrix based on the cloth map, and storing the particle matrix into a first map;
s3, updating the positions of the particle matrixes based on the first, second, third and fourth maps, and completing the simulation of the physical movement of the cloth;
the particle matrix of the current position before the position update is stored in the first map, the particle matrix of the last position before the position update is stored in the second map, the particle matrix of the current position after the position update is stored in the third map, the particle matrix of the last position after the position update is stored in the fourth map, and the adjacent particles in the particle matrix are all provided with link constraint.
Further, after each position update, the method also comprises the following steps:
a1, taking the third map updated at the current position as the first map of the next position update, and taking the first map updated at the current position as the third map of the data to be written in the next position update;
a2, taking the fourth map updated at the current position as the second map of the next position update, and taking the second map updated at the current position as the fourth map of the data to be written in the next position update;
and A3, executing the next position updating.
Further, the position update in step S3 specifically includes an environmental force update, a link constraint update, an update of the spherical geometry collision object, and a normal update, which are sequentially performed.
Further, the environmental force update is specifically represented by the following formula:
Pnew=Pcurrent+(1-d)*(Pcurrent-Pprevious)+a
in the formula, PnewAs new position of the particle P, PcurrentIs the current position of the particle P, PpreviousThe last position of the particle P, d the damping coefficient, and a the acceleration.
Further, the updating of the link constraint specifically includes the following sub-steps:
b1, dividing the link constraints into eight groups of sub-link constraints which do not influence each other;
and B2, sequentially calculating eight groups of sub-link constraints on the first map subjected to the environmental force update, wherein the first map after calculation of each group of sub-link constraints is used as the calculation input of the next group of sub-link constraints.
Further, the updating of the spherical geometric collision object specifically includes:
and updating the spherical geometric collision object of the particle matrix in the first mapping after the linkage constraint, specifically, updating the current position of the particle in the sphere of the spherical geometric collision object to the surface of the sphere along the line from the center of the sphere to the current position.
Further, the normal updating specifically includes updating the normals of the particles according to 4 adjacent particles in the horizontal and vertical directions of the particles, and storing the updated normals in a preset normal map.
Compared with the prior art, the invention has the following beneficial effects:
(1) the method comprises the steps of presetting a first map, a second map, a third map and a fourth map; determining a particle matrix based on the cloth mapping, and storing the particle matrix into a first mapping; updating the position of the particle matrix based on the first, second, third and fourth maps, thereby completing the simulation of the physical movement of the cloth; the particle matrix of the current position before the position is updated is stored in the first map, the particle matrix of the last position before the position is updated is stored in the second map, the particle matrix of the current position after the position is updated is stored in the third map, the particle matrix of the last position after the position is updated is stored in the fourth map, and the adjacent particles in the particle matrix are all provided with link constraints, so that the performance requirement on processing equipment can be reduced, and the operation efficiency of cloth physical motion simulation is improved.
(2) When the link constraint is updated, the link constraint is divided into eight sub-link constraints which are not influenced by each other and are calculated in sequence, so that the calculation amount of processing equipment is greatly reduced, and the running efficiency of the physical motion simulation of the cloth is improved.
Drawings
Fig. 1 is a schematic flow chart of a method for simulating physical movement of a cloth according to an embodiment of the present invention;
FIG. 2 is a schematic structural diagram of a particle matrix including link constraints according to an embodiment of the present invention;
fig. 3 is a schematic structural diagram illustrating eight sets of sub-link constraints according to an embodiment of the present invention.
Detailed Description
The technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only a part of the embodiments of the present application, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
In order to improve the operation efficiency of the cloth physical motion simulation and reduce the performance requirement on the processing equipment, the application provides a cloth physical motion simulation method, and as shown in fig. 1, a schematic flow diagram of the cloth physical motion simulation method provided by the embodiment of the application is provided, and the method includes the following steps:
s1, presetting a first map, a second map, a third map and a fourth map;
s2, determining a particle matrix based on the cloth map, and storing the particle matrix into a first map;
s3, updating the positions of the particle matrixes based on the first, second, third and fourth maps, and completing the simulation of the physical movement of the cloth;
the particle matrix of the current position before the position update is stored in the first map, the particle matrix of the last position before the position update is stored in the second map, the particle matrix of the current position after the position update is stored in the third map, the particle matrix of the last position after the position update is stored in the fourth map, link constraints are provided between adjacent particles in the particle matrix, and the particle matrix is only a matrix with the same structure as a conventional matrix.
In the embodiment of the present application, after each position update, the method further includes the following steps:
a1, taking the third map updated at the current position as the first map of the next position update, and taking the first map updated at the current position as the third map of the data to be written in the next position update;
a2, taking the fourth map updated at the current position as the second map of the next position update, and taking the second map updated at the current position as the fourth map of the data to be written in the next position update;
and A3, executing the next position updating.
Specifically, the technical scheme in the application is mainly to operate in equipment with gpu, and when the gpu is used for operating, the particle matrix after the position update cannot be directly stored in the first map, so the particle matrix is firstly stored in the third map, and the first map and the third map are firstly exchanged when the next position update is performed.
In the embodiment of the present application, the position update in step S3 specifically includes an environmental force update, a link constraint update, an update of a spherical geometry collision object, and a normal update, which are sequentially performed.
In a specific application scenario, the physical motion simulation of the cloth is essentially a motion simulation of particles having masses and links with each other, the link between each two particles is a link constraint, which is equivalent to a fibrous tissue in the cloth, the particles can move in space due to the action of force, that is, environmental force, including but not limited to gravity, wind force and friction force, and most importantly, each link constraint force between the particles, as shown in fig. 2, which is a structural diagram of a particle map embodying the link constraint.
In the embodiment of the present application, the environmental force update is specifically represented by the following formula:
Pnew=Pcurrent+(1-d)*(Pcurrent-Pprevious)+a
in the formula, PnewAs new position of the particle P, PcurrentIs the current position of the particle P, PpreviousThe last position of the particle P, d the damping coefficient, and a the acceleration.
The part is mainly to calculate the influence of the simulated environmental force on the system, and the calculation includes gravity, wind power and friction. The part adopts a verlet integral method model to carry out physical simulation and introduces a damping parameter to ensure the stability of simulation convergence. The formula we adopt is as follows:
P(t+Δt)=P(t)+(1-d)*(P(t)-P(t-Δt))+Δt2*F(t)
where d is the damping coefficient we set, we set the interval time Δ t to 1 and the mass of the particle to 1 and the ambient resultant force is a fixed force independent of time, P (t) is the current position of the particle P, and f (t) is the ambient force.
The above equation can be simplified as follows:
Pnew=Pcurrent+(1-d)*(Pcurrent-Pprevious)+a
in the formula, PnewAs new position of the particle P, PcurrentIs the current position of the particle P, PpreviousThe last position of the particle P, d the damping coefficient, and a the acceleration.
In the embodiment of the present application, the updating of the link constraint specifically includes the following sub-steps:
b1, dividing the link constraints into eight groups of sub-link constraints which do not influence each other;
and B2, sequentially calculating eight groups of sub-link constraints on the first map subjected to the environmental force update, wherein the first map after calculation of each group of sub-link constraints is used as the calculation input of the next group of sub-link constraints.
In a specific application scenario, we need to process each link constraint sequentially, that is, after one constraint is processed, we need to update the position of the particle corresponding to the constraint, and then process the next link constraint based on the new particle position, but we can only process parallel data when the GPU processes in parallel, that is, they are independent of each other, it is obviously not advisable to use the conventional sequential processing manner in parallel computation, the method adopted here is to group the link constraints as shown in fig. 3, the links retained in each group represent the link constraints that need to be computed in the group, and in this specific embodiment, the total groups are 8 groups of sub-maps as shown in fig. 3.
The link constraints in the first set of sub-maps are: starting from the first column, every two columns of particles are in a group, and two particles in each row in each group have a link constraint;
the link constraints in the second set of sub-maps are: starting from the second column, every two columns of particles form a group, and two particles in each row in each group have a link constraint;
the link constraints in the third set of sub-maps are: starting from the first row, every two rows of particles are in a group, and two particles in each column in each group have a linking constraint;
the linkage constraint in the fourth set of sub-maps is: starting from the second row, every two rows of particles are in a group, and two particles in each column in each group have a linking constraint;
the link constraints in the fifth set of sublithograms are: starting from the first column, every two columns of particles form a group, and the first particle in each row in each group has a link constraint with the second particle in the next row;
the link constraints in the sixth set of sub-maps are: starting from the first column, every two columns of particles form a group, and the second particle in each row in each group has a link constraint with the first particle in the next row;
the link constraints in the seventh set of sublithograms are: starting from the second column, forming a group of particles in each two columns, wherein the first particle in each row in each group has a link constraint with the second particle in the next row;
the link constraints in the eighth group of sub-maps are: starting from the second column, every two columns of particles form a group, and the second particles in each row in each group have a linkage constraint with the first particles in the next row;
after grouping, the link constraint calculation of each group is not influenced mutually, namely the link constraint calculation can be directly carried out in parallel. After each group of calculation processing is carried out in sequence, the result of the previous group, namely the updated position data mapping is taken as input to carry out the calculation of the next group, thus the complete link constraint calculation can be completed only by executing eight times of parallel mapping calculation.
Wherein, setting the two particles corresponding to the link constraint as p1, p2, we move p1, p2 (setting the movement vector as S) along the connecting direction of p1 and p2 to ensure that they recover to the constraint distance cs set by us, the value of cs is actually the grid distance between particles, obviously the constraint distance in oblique direction is √ 2 times larger than in horizontal and vertical directions. It is easy to obtain that the calculation formula of the motion vector S is as follows:
p2, P1 represent the current positions of P2, P1, respectively.
Therefore, the new position after the restriction of P1 is P1+ S, and the new position of P2 is P2-S.
In the embodiment of the present application, the updating of the spherical geometric collision object specifically includes:
and updating the spherical geometric collision object of the particle matrix in the first mapping after the linkage constraint, specifically, updating the current position of the particle in the sphere of the spherical geometric collision object to the surface of the sphere along the line from the center of the sphere to the current position.
In this embodiment, the normal updating specifically includes updating the normals of the particles according to 4 adjacent particles in the horizontal and vertical directions of the particles, and storing the updated normals in a preset normal map.
Meanwhile, the surface cloth material can deform due to environmental force or collision, so that the normal correction is required to be carried out on the surface cloth material in real time to ensure that the rendering is correct, and the scheme is very efficient compared with the traditional scheme in terms of updating the normal after deformation. Because we can directly obtain the current latest particle position and the positions (as P) of the front, back, left and right particles in the map, the normal N of the particle is corrected by the following calculation:
N=avg(cross(Dirleft,Dirdown),cross(Dirup,Dirleft),cross(Dirdown,Dirright),cross(Dirright,Dirup))
where N is the normal after correction, avg is the averaging operation, cross is the cross multiplication operation, DirleftThe direction vector of the left particle of the particle to be corrected, DirdownIs the lower grain direction vector of the grain to be corrected, DirupIs the upper particle direction vector of the particle to be corrected, DirrightIs the right particle direction vector of the particle to be corrected.
The left particle and the right particle are horizontally adjacent particles of the particle to be corrected, and the lower particle and the upper particle are vertically adjacent particles of the particle to be corrected.
It will be appreciated by those of ordinary skill in the art that the embodiments described herein are intended to assist the reader in understanding the principles of the invention and are to be construed as being without limitation to such specifically recited embodiments and examples. Those skilled in the art can make various other specific changes and combinations based on the teachings of the present invention without departing from the spirit of the invention, and these changes and combinations are within the scope of the invention.
Claims (7)
1. A cloth physical motion simulation method is characterized by comprising the following steps:
s1, presetting a first map, a second map, a third map and a fourth map;
s2, determining a particle matrix based on the cloth map, and storing the particle matrix into a first map;
s3, updating the positions of the particle matrixes based on the first, second, third and fourth maps, and completing the simulation of the physical movement of the cloth;
the particle matrix of the current position before the position update is stored in the first map, the particle matrix of the last position before the position update is stored in the second map, the particle matrix of the current position after the position update is stored in the third map, the particle matrix of the last position after the position update is stored in the fourth map, and the adjacent particles in the particle matrix are all provided with link constraint.
2. A cloth physical motion simulation method according to claim 1, further comprising the steps of, after each position update:
a1, taking the third map updated at the current position as the first map of the next position update, and taking the first map updated at the current position as the third map of the data to be written in the next position update;
a2, taking the fourth map updated at the current position as the second map of the next position update, and taking the second map updated at the current position as the fourth map of the data to be written in the next position update;
and A3, executing the next position updating.
3. The cloth physical movement simulation method of claim 1, wherein the position update in step S3 specifically includes an environmental force update, a link constraint update, an update of a spherical geometry collision object, and a normal update, which are sequentially performed.
4. A method for simulating a physical movement of a fabric according to claim 3 wherein the environmental force update is specified by the following equation:
Pnew=Pcurrent+(1-d)*Pcurrent-Pprevious)+α
in the formula, PnewAs new position of the particle P, PcurrentIs the current position of the particle P, PpreviousThe last position of the particle P, d the damping coefficient, and a the acceleration.
5. The cloth material physical motion simulation method of claim 3, wherein the link constraint update specifically comprises the following sub-steps:
b1, dividing the link constraints into eight groups of sub-link constraints which do not influence each other;
and B2, sequentially calculating eight groups of sub-link constraints on the first map subjected to the environmental force update, wherein the first map after calculation of each group of sub-link constraints is used as the calculation input of the next group of sub-link constraints.
6. The cloth physical motion simulation method of claim 3, wherein the updating of the spherical geometric collision object is specifically:
and updating the spherical geometric collision object of the particle matrix in the first mapping after the linkage constraint, specifically, updating the current position of the particle in the sphere of the spherical geometric collision object to the surface of the sphere along the line from the center of the sphere to the current position.
7. The cloth physical motion simulation method of claim 3, wherein the normal updating specifically includes updating the normals of the particles according to a total of 4 adjacent particles in the horizontal and vertical directions of the particles, and storing the updated normals in a preset normal map.
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